It’s amazing how quickly you get back into a routine, even when you’ve been out of it a while. I got to play a bit of the Proving Grounds, one of Borderlands 3‘s endgame challenges where you run a timed gauntlet and try to survive waves of high-level enemies and/or kill them efficiently. It was like putting on a big explodey coat. Which is not necessarily what you want in a coat, but it tracks because some of the bigger, louder weapons do a lot of splash damage.
Avowed fans of Gearbox’s first-person looter shooter may feel like they’ve been waiting a while for Borderlands 3, especially in a word full of annual releases. But Paul Sage, the creative director, explained to me that early work began on Borderlands 3 four years ago, before he even arrived at the studio. It has been in what he called “hardcore development” for about three years now.
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